Due to unforseen circumstances I unfortunatly didn't get the work I wanted to get done on my paper this break. However, have no fear I did get some work done, the post you see will be continued for my sources about 1 per day, since I rarely update this I'll probably update it once a week or so but this is what I got done.
1) Hainey, Thomas, Thomas Connolly, and Liz Boyle. "A Survey of Students' Motivations for Playing Computer Games: a Comparative Analysis of Three Studies in Higher Education." Proceedings of the European Conference on Games Based Learning (2009): 154-163. Education Research Complete. EBSCO. Web. 9 Mar. 2011.
Classification: Motivation theory, Psychology
Research potential: Self-determination theory; Self-efficacy theory; Attribution goal theory; Flow theory
Useful Quotes: “U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion – more than tripling industry software sales since 1996.” - The Entertainment Software Association (2009)
" They suggest that intrinsic motivation is created by four individual factors: challenge, fantasy, curiosity and control and three interpersonal factors: cooperation, competition, and recognition. Interestingly these factors also describe what makes a good game, irrespective of its educational qualities."
"Three of the four highest rated reasons for playing games in all three studies were pleasure, relaxation and leisure, confirming that games are being played primarily for relaxation and enjoyment."
" In all three studies male students ranked shootemups as the game they play most frequently and females ranked them as one of the games they play least."
Useful Statistics: Tables within
Summary: In this case study, they use three studies to compare the motivations gamers have for play video games, what type of video games they preferred, and the skill they believe can be obtained by playing video games. Also they discuss the reasons for perserverence when the games difficulty scales and it showes the gender difference in the aformentioned questions.
2)Ding, Min. "A Theory of Intraperson Games." Journal of Marketing 71.2 (2007): 1-11. Business Source Complete. EBSCO. Web. 10 Mar. 2011.
Not Useful
3)Chumbley, Justin, and Mark Griffiths. "Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play." CyberPsychology & Behavior 9.3 (2006): 308-316. Academic Search Complete. EBSCO. Web. 10 Mar. 2011.
Classification: Personality; Case Study;
Research Potential: None
Useful Quotes: "For example, impulsivity might predict computer game play due to its correlation with boredom." - Watt, J., and Vodanovich, J. (1992). A profile of the impulsive personality. Psychological Reports 70:688–69
"Impulsives and extraverts, for example, would be expected to be more receptive to positive rather than negative reinforcements. Similarly, differences in skill may underlie differences in player persistence. Because game reinforcement is often contingent of game players skill, it might be expected that skill moderates the influence of game characteristics on affect and behavior."
"Within the low reinforcement condition there was a significant positive correlation willingness to play and Excitement. Conversely there was a significant negative correlation between Boredom and willingness to play. Neither Frustration nor Calmness was correlated with willingness to play. The same pattern of significant correlations is observed in the data from the high reinforcement condition."
Statistics: To be found
Summary: This study was to evaluate the ratio's of "negative reinforcement" and the willingness to continue play after difficulty is increased. Note that negative reinforcement in this study means the persistance of play after game goals can not be obtained. The effect of such negative reinforcement deterred players. "Within the low reinforcement condition there was a significant positive correlation willingness to play and Excitement. Conversely there was a significant negative correlation between Boredom and willingness to play. Neither Frustration nor Calmness was correlated with willingness to play. The same pattern of significant correlations is observed in the data from the high reinforcement condition."
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